protected override void Awake()
 {
     if (body == null)
     {
         body = GetComponent <Rigidbody>();
     }
     joint                   = body.GetComponent <ConfigurableJoint>();
     bodyTransform           = body.transform;
     isKinematic             = body.isKinematic;
     invInitialLocalRotation = joint.ReadInitialRotation();
     if (joint != null)
     {
         float num = maxValue - minValue;
         joint.SetXMotionAnchorsAndLimits(num / 2f - (initialValue - minValue), num);
         joint.lowAngularXLimit = new SoftJointLimit
         {
             limit = minValue - initialValue
         };
         joint.highAngularXLimit = new SoftJointLimit
         {
             limit = maxValue - initialValue
         };
         joint.angularXDrive = new JointDrive
         {
             maximumForce = maxForce
         };
     }
     base.Awake();
 }
Beispiel #2
0
 protected virtual void Awake()
 {
     if (centerCG && angularJoint.body.GetComponent <CGShift>() == null)
     {
         angularJoint.body.gameObject.AddComponent <CGShift>();
     }
     if (joint != null)
     {
         invInitialLocalRotation = joint.ReadInitialRotation();
     }
     if (joint == null && angularJoint == null)
     {
         Debug.LogError("Missing a joint", this);
     }
 }
Beispiel #3
0
        protected virtual void Awake()
        {
            initialLocalRotation = joint.ReadInitialRotation();
            joint.axis           = Vector3.right;
            Vector3 vector = verticalAxis + horizontalAxis;

            if (vector.x != 0f)
            {
                joint.angularXMotion = ConfigurableJointMotion.Limited;
            }
            if (vector.y != 0f)
            {
                joint.angularYMotion = ConfigurableJointMotion.Limited;
            }
            if (vector.z != 0f)
            {
                joint.angularZMotion = ConfigurableJointMotion.Limited;
            }
        }